theangryllama Posted March 4, 2012 Share Posted March 4, 2012 Its me back again for some more advice. Getting ever so more geared and really starting to feel I do well in PvP now and can hold my own against even some BM's. However sentinels and marauders still seem to have my number. I guess i especially notice it as there are a few in a rep guild I keep coming across that seem to stop what they are doing and come kill me instead lol. I'd like to think its because I'm a threat if left alone but I'm sure its more to do with me being an almost guaranteed kill. Looking for some tricks to use against them as full pyro (4/6/31) that may result in me being able to kill these geared wrecking balls other than slapping them when they have no cooldowns up (saber ward and guarded by the force/undying rage are my banes) Link to comment Share on other sites More sharing options...
The_Beastwood Posted March 4, 2012 Share Posted March 4, 2012 Nope, no they will always beat you if they are good and have their CDs up. Yep, they are pretty much our anti class. When they use that annoying thing that makes them take only 1% damage it is a good time to stun them. Distance and terrain is good too. If you can run around a wall or something after throwing TD it helps. But really, hope they have a bad day. They are one of the best 1 vs 1 classes aside from ourselves. Link to comment Share on other sites More sharing options...
Humankeg Posted March 4, 2012 Share Posted March 4, 2012 (edited) If all cd's are available, an Assassin and Maruader will beat a PT. Those are the only two classes that have the PT's number, and even then its fairly close. My best advice is to unload all the damage possible in the opening few seconds on the Maurader before he reacts and use his defensive cool downs. Once his defensive cooldown is used, use your stuns/slows and kite/los as best you can. Be ready to drop your stealth droids QUICKLY, as a restealth and successful re-opener on you can be a match changer. I run with 4 offensive cooldowns (adrenal, overload, and two /use relics). If I know the marauder is good, I only use one or two at a time, as they can cc and use Defensive cooldowns through much of the burst if you use all your offensive cooldowns. Use your 15% health regen ability in conjunction with biochem med pack, and preferably during the marauders burst/offensive cooldown usage. This will force him to burn through a lot of empty health of yours and keep you more intact. Edited March 4, 2012 by Humankeg Link to comment Share on other sites More sharing options...
Ry-zoh Posted March 4, 2012 Share Posted March 4, 2012 A good sent/mara with CDs will not lose to pyrotech 1v1 Link to comment Share on other sites More sharing options...
exphryl Posted March 4, 2012 Share Posted March 4, 2012 (edited) Save Determination for Force Choke. Hopefully front load all damage on them. Stun during Immunity (if possible), Carbonize if they break first stun. Try desperately to keep distance. (Good mara's won't be "kept at snare range" easily like people say is a strategy...Only the bad ones will let you) Also, if you are worried I would pop Energy Shield/kolto right at the start of them attacking you to get max duration. Even in full BM Gear some of the Sents/Maras on my server can rip through 17K worth of my HP very very easily....it's depressing really . But hey, we destroy pretty much every other class so i can't complain to much. Edited March 4, 2012 by exphryl Link to comment Share on other sites More sharing options...
mugen_dom Posted March 4, 2012 Share Posted March 4, 2012 Well in a 1v1 I only have problems with the ones in BM gear...im in full champ eliminator with crit power and surge mods, medic and eliminator BM implants rakata ear, and champ relics popping a power adrenal crit/surge relic and explosive fuel i can burn them down VERY fast if I get the reset on rail shot a bunch of times sometimes it takes longer I may have to pop a med pack but the undying rage sucks sometimes Link to comment Share on other sites More sharing options...
Rykke Posted March 4, 2012 Share Posted March 4, 2012 Try not to keep their cloak of pain up for them too, that will go a really long way to decrease its usefulness. Link to comment Share on other sites More sharing options...
Jabbb Posted March 5, 2012 Share Posted March 5, 2012 I have yet to lose to even a highly skilled marauder, but in equal gear it's very very close. I'm not too sure that it's anything but an even fight. Link to comment Share on other sites More sharing options...
taugrimtaugrim Posted March 5, 2012 Share Posted March 5, 2012 Try not to keep their cloak of pain up for them too, that will go a really long way to decrease its usefulness. CoP refreshes even from DoT ticks, and it's hard to not DoT your target as a Pyrotech. Link to comment Share on other sites More sharing options...
Eroex Posted March 5, 2012 Share Posted March 5, 2012 Nope, no they will always beat you if they are good and have their CDs up. Yep, they are pretty much our anti class. When they use that annoying thing that makes them take only 1% damage it is a good time to stun them. Distance and terrain is good too. If you can run around a wall or something after throwing TD it helps. But really, hope they have a bad day. They are one of the best 1 vs 1 classes aside from ourselves. Assassins are our anticlass. I would rather face marauders any day over an assassin, even bad assassins can beat a powertech easily. Immune to dots for 12 seconds, no railshots, no slow on them, nothing. You'll be a quarter health or lower, before you can do any real damage to them. Link to comment Share on other sites More sharing options...
The_Beastwood Posted March 5, 2012 Share Posted March 5, 2012 Never encountered an assassin that was harder to kill than an marauder. Stuns work well of course when they are using their cooldowns. And then just back away and semi kite with flame burst, as I haven't seen an Assassin use Force speed to actually gap close in the mid of battle. Link to comment Share on other sites More sharing options...
Turn-XGundam Posted March 5, 2012 Share Posted March 5, 2012 try to get a healer, the only reason marauder/assasin kick our powertech/vanguard *** is because of the utility they got. they have way more defensive abilities then us. if we get more utility in the future we would destroy them. Link to comment Share on other sites More sharing options...
theangryllama Posted March 5, 2012 Author Share Posted March 5, 2012 Assassins are our anticlass. I would rather face marauders any day over an assassin, even bad assassins can beat a powertech easily. Immune to dots for 12 seconds, no railshots, no slow on them, nothing. You'll be a quarter health or lower, before you can do any real damage to them. Errr.. its only 3s. 5 if they are a tank. Beyond that they aren't really that much of a threat. Only thing I hate about tank assassins/shadows is they take to long to kill with the passive healing (10% or so health back with harnessed darkness stacks) and help ends up arriving. Deception/Inf sin/shadows opener hits like a truck but thats what infared sensors are for Link to comment Share on other sites More sharing options...
exphryl Posted March 5, 2012 Share Posted March 5, 2012 The issue with assassins is we have no way to break their force lightning heal spam Interrupt doesn't work. Knockbacks do though right? Not that it helps us since we don't have any.... Sometimes I feel like I have to do 40K damage to an assassin to kill some of them..quite frustrating at times. Link to comment Share on other sites More sharing options...
Humankeg Posted March 6, 2012 Share Posted March 6, 2012 Errr.. its only 3s. 5 if they are a tank. Beyond that they aren't really that much of a threat. Only thing I hate about tank assassins/shadows is they take to long to kill with the passive healing (10% or so health back with harnessed darkness stacks) and help ends up arriving. Deception/Inf sin/shadows opener hits like a truck but thats what infared sensors are for Yes, its definately not 12 seconds. I would still prefer facing a maruader over an assasisin though. But both are anti-Pt/vanguard. Link to comment Share on other sites More sharing options...
Eroex Posted March 6, 2012 Share Posted March 6, 2012 Errr.. its only 3s. 5 if they are a tank. Beyond that they aren't really that much of a threat. Only thing I hate about tank assassins/shadows is they take to long to kill with the passive healing (10% or so health back with harnessed darkness stacks) and help ends up arriving. Deception/Inf sin/shadows opener hits like a truck but thats what infared sensors are for Sorry I got the 50% damage reduction and the complete immunity mixed up. Ether way they are insane to kill. Link to comment Share on other sites More sharing options...
theangryllama Posted March 6, 2012 Author Share Posted March 6, 2012 Yes, its definately not 12 seconds. I would still prefer facing a maruader over an assasisin though. But both are anti-Pt/vanguard. Hmmm maybe I've just not come across any good assassins then. With infrared sensors I'm normally quick enough to spot deception ones and kill them easily and tank ones are just an annoyance. Sure they take a while to kill but marauders on the other hand simply rip my face off Link to comment Share on other sites More sharing options...
Sevvy Posted March 6, 2012 Share Posted March 6, 2012 I seem to beat Assassins/Shadows without issue. But Mara/Sents are another thing. If they didn't have that 5 seconds of almost complete immunity, it would be something different. They are brutal. And with a buff to Knight/Warrior and a nerf to BH coming, it's only going to get worse. Link to comment Share on other sites More sharing options...
exphryl Posted March 6, 2012 Share Posted March 6, 2012 DPS Sins are quite easy to destroy, it's the stupid tank sins that i struggle with. (We run a dueling tournament on my server and they are the most frustrating I go up against, Granted, dueling scenarios with top tier pvpers are different then the random pugger you see in a warzone). Usually comes down to about a 500hp in either me or their health left. Maras I'm learning to deal with more often, if I have determination up for their force choke it's quite easy to beat them, and saving stuns (both) for Undying Rage/Power Of The Force. They do get lucky time with crits though (dots/abilities alike) which can shave off a huge portion of my health very quickly. But that's just RNG for what it is. Link to comment Share on other sites More sharing options...
anwg Posted March 6, 2012 Share Posted March 6, 2012 Anyone know if flamethrower will hit them when they go invisible? Link to comment Share on other sites More sharing options...
theangryllama Posted March 7, 2012 Author Share Posted March 7, 2012 DPS Sins are quite easy to destroy, it's the stupid tank sins that i struggle with. (We run a dueling tournament on my server and they are the most frustrating I go up against, Granted, dueling scenarios with top tier pvpers are different then the random pugger you see in a warzone). Usually comes down to about a 500hp in either me or their health left. Maras I'm learning to deal with more often, if I have determination up for their force choke it's quite easy to beat them, and saving stuns (both) for Undying Rage/Power Of The Force. They do get lucky time with crits though (dots/abilities alike) which can shave off a huge portion of my health very quickly. But that's just RNG for what it is. The really nasty ones are when they have full fury/zen already or have their insta full cooldown up. They get everything rolling and those 6 dot crits are 1k+ each and the 6 ticks will be in the space of ~3s Link to comment Share on other sites More sharing options...
darkrom Posted March 7, 2012 Share Posted March 7, 2012 When a Mara is on me consistently, ill just hang out next to airvents and stick to flying while shooting over and over. Other warzones...there's other good spots to bait that annoying Mara. Link to comment Share on other sites More sharing options...
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